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NiaticLabs

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  1. Kind of makes you want to install LE again. But is the headake worth it ? Probally not..... Im sure the 10gb of assets has some good things. But why not add to 64bitrim content - at least you can play 64bit and it be pretty stable. LE is cool dont get me wrong and has alot of legacy content and maybe some more options- but 64bit works just so much better.
  2. Question: Would it be possible at add a feature that allows moving the camera around the player as you walk.. (Example: Pressing mouse3 while walking allows you to rotate camera in the 360* angle around the character) - I have been looking thru a few diffrent POV/Camera mods and none of them have it. SkyimLE had it with "Immersive first person camera" but It does not have a SSE port with that hotkey. What im finding is- If you are put into a arm binder you are then "locked" into 3rd person combat mode and you lose the ability to walk around normally. I don't know if it's a bug or your intended effect - So i was just wondering if a option could be implemented to allow free look while tied. Thanks! But yeah 10/10 mod-
  3. So, I have a question... Can i just run LE mods in SSE without doing the conversion ? From the reading I understand that SSE can read form43 just fine- So in theory- I should be able to just upload LE mods into SSE without doing any converting? Currently, Im having issues with a few mods that have been converted by users on the site and all of said mods are giving me issues- Such as surivial not equipping collars, Guards dialogues activating but not talking when i punch them locking me out of the game, inabality to equip devices and such - Here is a list from MO of issues -------------- You have one or more plugins that are not form 44. They are: • Amputator.esm (form 43) • Apropos2.esp (form 43) • SexLabDefeat.esp (form 43) • SimpleSlavery.esp (form 43) • SL Survival.esp (form 43) • SL_Kidnapped_Redux.esp (form 43) • SLAL_SHanimAnimObj.esp (form 43) • SLALAnimObj.esp (form 43) • SLALAnimObjBillyy.esp (form 43) • TDF Aroused Sexy Idles.esp (form 43) Form 43 (or lower) plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly. -------------------- So im kind of just wondering, instead of installing SSE converted mods, Can i just download the LE versions and install them thru MO as normal ?
  4. Yeah, there is no archives solution in google searches.... Verify cache found no missing files.... Didn't do anything to MOlist or a reinstall- Problem just stopped being a problem and is now working on its own with zero imput from me. No idea what broke, why it broke, or how it fixed it's self- but relaunching over and over and over again seemed to work.
  5. Starting Via Mo2 all the sudden was met with an error stating something along the lines of " tbbmalloc.dll cannot be found, reinstalling fallout 4 may fix this issue". It worked fine yesterday, with zero changes- Why is it completely broken today ? Has anyone had a issue long these lines ?
  6. Nada- Body skin is working fine.. No issues at all.. I've gone thru and updated/reinstalled all the facemods(brows,eyes,tats) and that stuff to make sure its up to date. Started it, confirmed it was working- Then did my adjustment again and still ended up with the same result. Im starting to believe that when compressing the file I might be using the wrong compression option ? or saving as the wrong type ? Im not honestly 100% sure, im pretty new to editing .dds files in this manner... It is however, very possible I need to go thru like you said and readjust textures size that after doing the edits. Probalyl would need to go thru all mods that adjust parts of the face and double check them to see if the resolution from the facemods are/is compatible with what was changed.... likely, this is the issue: and laying two different sized texture is causing them to cancel out and not appear.... I cannot say for certain- But im starting to believe something is getting lost in translation and causing the texture files to be imcompatable- Which would then mean digging thru all the face layer mods until i can find where the issues is- but that's honestly beyond me in skill / time... Gonna keep poking at it here and there; but man i cannot figure it out.
  7. So, in fallout there really is no "pale" skin texture- I thought I could make my own. However, whenever I edit the .DDS file and go back in game it ends up with the rusted/dark face texture. So somewhere along the lines some textures are conflicting and I have no idea where. I've edited the body texture (8k realistic skin tex CBBE) to be lighter- it worked the first time, no issue - saved and loaded into the game and it was there - boom done. However... the face is giving me non stop issues- So I loaded in Valkyr Face text 1k fair skin and checked it in game- it works- boom no issues.. Then I'll go into paint.net Edit the basefemalehead_d_.dds texture, and make it a litttle brighter to match the previously edited skin texture- save as BC7 ( Linear , Dx 11+ ) in PAINT.NET tool.... Then fire up MO/ start the game and boom, face texture is rusted/dark. - yet between doing the body edit and face edit I Used the exact same steps and it worked on editing the body with zero issues. So im really wondering, why would just editing the face text slightly more pale create SUCH issues within the game- I dont get it, im not changing the resolution size and I believe Bc7 is the correct saving method ? So what Am i doing wrong here ? I really have no idea why it would work on the first try for altering the body but fail constantly on the face. EDIT : UPDATE Disableing Lookes menu Custom comp will make the face texture work- but lose all eyebrows and the stuff that LMCC adds to the face- I suspected this might be the issue and it was- So my question is now, why would changing the face in paint.net tools have such a effect ? Its gotta be compression ? It cant be resolution right?... But forsure its a conflict between LMCC and whatever edit im doing in PAINT.NET when i make the face paler.... So what would that issue be that it LMCC works fine with the face mod- But when making my edits borks the entire thing ?
  8. Thats the benefit and downfall of Fo4- FNIS is not really required to inject animations into the game like it is in skyrim.... which is good for overall just adding in new animations- but mod dependency then vary alot, which branches off down rabbit holes that are pretty convoluted to follow Maybe i said that wrong, not file path - but grabbing assets or base scripts- when F04 updates they seem to move things, even so slightly that mods need to be reworked to account for whatever F04 master file edited. Which to me, is why no one has seriosly been going hard on F04 modding scene (at least on this website) cuz its such a pain in the ass to rework stuff unless you are being dedicated to supporting a mod.... Which is fine, but then older mods wear out faster or drop-off in incompatibilities and dont usually get patched.... I mean its worth giving it a try, just problem is once you get a good running/ stable game thats modded to your taste: You kind of have to keep it that way.... but ya their gay club thing really is a fuck up- Gotta make money anyway you can i guess..
  9. Thanks for the reply- and yeah that I get Load orders/ MO / Incompatibilities and the like : i've been around the block in that aspect and my skyims smooth and modded to hell...I just don't post much...... but what im seeing here is that Skyrim / Fallout mod update style is pretty different while sharing some similarity. For instance, Skyrim hasn't updated its core game in a while- So SKSE/Skyrim version does not change much... where as in FO4 there has been multiple updates to the core game, which then effect every single mod, and if a mod updates to the new base F04 version, then the mod dependency need to update as well and it creates a chain-reaction down the line- some authors who don't update vs those who do... which then leaves dead-ends in your load order/ mod tree because certain mods are just dead in the water at that point(until and hopefully if they get a update) Like right now for instance I want to update a animation (Savage cabbage 1.1 to 1.2) - But what im seeing is I need to update AAF to the latest version, but that version is built on FO4 1.10.62 yet im running 1.10.138 - Which means i have to update the core game F04 - Then i can do AAF - Then Savages Animations to 1.2 --- But then it breaks other animation packs / mods/ addons that are running on .138 and haven't been updated to .62 or other mods that wont work on newest version (because filepaths changed i assume) they need to be adjusted for the new file tree.... So my questions is if THAT is the case with fallout 4 or im completely missing something here. Like-- All i want to do is add some new animations to the game, but because the core AAF file changed; it requires a completely new build and sorting thru my entire mod list to see if half my mods are going to be comparable with each other. It seems to be too big of a pain in the ass to do ALL that work - and have half the mods you use break everytime there is a update- So unless im missing something completely this is my current understanding of how fallout 4 mod community / system runs right now- and my question is "why?" - Or am I looking at this in the complete wrong way.... Im just hitting errors and issues that don't make much sense to me of why X Y Z wont work because in theory im configured correctly and its leaving only one option to fix which is to install a new game version and update EVERYTHING to match. But, surely they cannot be the case right ? I mean- If the core version of F04 is changing almost every single month, how the fuck do they expect anyone to keep up with this shit and rebuild constantly
  10. Ok so, simply put... Im running FO4 version 1.10.138 - and lets say I want to upgrade a mod that had a new version drop a few days ago, but thats running on 1.10.162??(for example).. That means I have to update fallout, then install said mods update. But in the process of doing that I bork like 50 other mods on my list, which then need a update to be compatable with the new version of X mod. So the takeaway here is any time I want to update a mod I have to go thru my entire load order and reinstall and reconfigure all mods to be working with each other every time?? Am i missing something here, or is it just that fucked and complicated for doing something as simple as going from MOD 1.1 to 1.2 - Literally why is this the case ? It it the case? Am i missing something here ? Or it this really what you have to do to keep fallout 4 updated.... and if im right, then why the fuck hasent evreyone just agreed upon using 1 version of this game yet. it just seems overly complicated just to install a new version of a mod- if the fo4 version changed. Please tell me Im wrong here. I wana keep up with the modding community, but this shits getting to be a fucking headake trying to find out what mods work with what mod and if theres a config issue troubleshooting it. please tell me im wrong.
  11. Yes i do, that very well is it then.... where/how can i find/play that HiLo game at ? That concept sounds great honestly. I was not even aware that was part of the mod. EDIT: okay i see what you mean in your support topic. So its just a dice game and not a strip dice game then ? I assume it was just easier to keep the defined parameters once you decided to swap from strip poker to just basic dice
  12. Im not currently at PC so i cannot post load order. But im just wondering what mod might have strip poker in it ? And where to find /play it I was just going thru console and saw a few MG effects that where named something like (you lost strip poker) (strip poker stripping effect) and what not- they would come up when typing ( help strip 0) in console I did some digging last night and couldnt find exactly what mod this effect was based from, google was no help, so i dove thru some possible mods on here and nexus and saw nothing mentioned So im kind of wondering if anyone knows what im talking about, or can direct me towards what im looking for Also... is there a casino mod or location ingame ?
  13. Jesus, i had it downloaded too just not activated.. Maybe that will fix my variation issue. Where is "one patch fix" I dont see it under the AAF page and searching turns up nothing. EDIT: Yep that was it- not sure how i missed installing it, but i guess the simplest stuff escapes me sometimes... Theres a few issues under Errors / warning but it looks like most of those are just animations overwritten by other animations- and some deathclaw / ghoul animations. Nothing major- But yep that was the issue.
  14. Question: Ive been lurking the thread but I cant seem to find a solution to this issue. Im sure its been covered before tho... So when a scene starts. For some reason; it only plays 1 animation even tho i have a few different modpacks installed- How do i get more variation in my animations?
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